Files
Paradise/code/game/objects/structures/displaycase.dm
Qwertytoforty c398e4a617 Adds 2 cybernetic implants, makes emag_act return TRUE (#23876)
* Adds 2 cybernetic implants, makes emag_act return TRUE

* the rest of the fucking owl

* yeah that would do it

* remove this

* Apply suggestions from code review

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>

* request changes, scaling burn damage, 3 tile range, lowers tech level

* Apply suggestions from code review

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>

* Update code/game/objects/structures/crates_lockers/crates.dm

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>

* Update scanners.dm

* Apply suggestions from code review

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

* Apply suggestions from code review

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>

* Lewcs good to them?

* Apply suggestions from code review

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>

* fuck me

* there are no message admins in ba-sing

---------

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
2024-02-08 12:52:11 +00:00

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/obj/structure/displaycase
name = "display case"
icon = 'icons/obj/stationobjs.dmi'
icon_state = "glassbox"
desc = "A display case for prized possessions."
density = TRUE
anchored = TRUE
resistance_flags = ACID_PROOF
armor = list(MELEE = 30, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 10, RAD = 0, FIRE = 70, ACID = 100)
max_integrity = 200
integrity_failure = 50
var/obj/item/showpiece = null
var/alert = FALSE //Basic display cases have no alarms
var/open = FALSE
var/openable = TRUE
var/obj/item/airlock_electronics/electronics
var/start_showpiece_type = null //add type for items on display
var/list/start_showpieces = list() //Takes sublists in the form of list("type" = /obj/item/bikehorn, "trophy_message" = "henk")
var/trophy_message = ""
/obj/structure/displaycase/Initialize(mapload)
. = ..()
if(start_showpieces.len && !start_showpiece_type)
var/list/showpiece_entry = pick(start_showpieces)
if(showpiece_entry && showpiece_entry["type"])
start_showpiece_type = showpiece_entry["type"]
if(showpiece_entry["trophy_message"])
trophy_message = showpiece_entry["trophy_message"]
if(start_showpiece_type)
showpiece = new start_showpiece_type (src)
update_icon(UPDATE_OVERLAYS)
/obj/structure/displaycase/Destroy()
QDEL_NULL(electronics)
QDEL_NULL(showpiece)
return ..()
/obj/structure/displaycase/emag_act(mob/user)
if(!emagged)
to_chat(user, "<span class='warning'>You override the ID lock on [src].</span>")
trigger_alarm()
emagged = TRUE
toggle_lock()
return TRUE
/obj/structure/displaycase/examine(mob/user)
. = ..()
if(alert)
. += "<span class='notice'>Hooked up with an anti-theft system.</span>"
if(emagged)
. += "<span class='warning'>The ID lock has been shorted out.</span>"
if(showpiece)
. += "<span class='notice'>There's [showpiece] inside.</span>"
if(trophy_message)
. += "The plaque reads:\n [trophy_message]"
/obj/structure/displaycase/proc/dump()
if(showpiece)
showpiece.forceMove(loc)
showpiece = null
/obj/structure/displaycase/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
switch(damage_type)
if(BRUTE)
playsound(loc, 'sound/effects/glasshit.ogg', 75, TRUE)
if(BURN)
playsound(loc, 'sound/items/welder.ogg', 100, TRUE)
/obj/structure/displaycase/deconstruct(disassembled = TRUE)
if(!(flags & NODECONSTRUCT))
dump()
if(!disassembled)
new /obj/item/shard(drop_location())
trigger_alarm()
qdel(src)
/obj/structure/displaycase/obj_break(damage_flag)
if(!broken && !(flags & NODECONSTRUCT))
density = FALSE
broken = TRUE
open = TRUE
new /obj/item/shard(drop_location())
playsound(src, "shatter", 70, TRUE)
update_icon(UPDATE_OVERLAYS)
trigger_alarm()
/obj/structure/displaycase/proc/trigger_alarm()
set waitfor = FALSE
if(alert && is_station_contact(z))
var/area/alarmed = get_area(src)
alarmed.burglaralert(src)
visible_message("<span class='danger'>The burglar alarm goes off!</span>")
// Play the burglar alarm three times
for(var/i = 0, i < 4, i++)
playsound(src, 'sound/machines/burglar_alarm.ogg', 50, 0)
sleep(74) // 7.4 seconds long
/obj/structure/displaycase/update_overlays()
. = ..()
if(broken)
. += "glassbox_broken"
if(showpiece)
var/mutable_appearance/showpiece_overlay = mutable_appearance(showpiece.icon, showpiece.icon_state)
showpiece_overlay.copy_overlays(showpiece)
showpiece_overlay.transform *= 0.6
. += showpiece_overlay
if(!open && !broken)
. += "glassbox_closed"
/obj/structure/displaycase/attackby(obj/item/I, mob/user, params)
if(I.GetID() && !broken && openable)
if(allowed(user) || emagged)
to_chat(user, "<span class='notice'>You [open ? "close":"open"] [src].</span>")
toggle_lock()
else
to_chat(user, "<span class='warning'>Access denied.</span>")
else if(open && !showpiece)
if(!(I.flags & (ABSTRACT | DROPDEL)) && user.drop_item())
I.forceMove(src)
showpiece = I
to_chat(user, "<span class='notice'>You put [I] on display</span>")
update_icon()
else if(istype(I, /obj/item/stack/sheet/glass) && broken)
var/obj/item/stack/sheet/glass/G = I
if(G.get_amount() < 2)
to_chat(user, "<span class='warning'>You need two glass sheets to fix the case!</span>")
return
to_chat(user, "<span class='notice'>You start fixing [src]...</span>")
if(do_after(user, 20, target = src))
G.use(2)
broken = FALSE
open = FALSE
obj_integrity = max_integrity
update_icon(UPDATE_OVERLAYS)
else
return ..()
/obj/structure/displaycase/crowbar_act(mob/user, obj/item/I)
if((alert && !open) || !openable)
return
if(open && !showpiece && user.a_intent == INTENT_HELP) // The user can display a crowbar if they're on that intent specifically. Otherwise they'll either take it apart, or close it if the alarm's off
return
. = TRUE
if(!I.tool_use_check(user, 0))
return
if((open || broken) && user.a_intent == INTENT_HARM)
if(showpiece)
to_chat(user, "<span class='notice'>Remove the displayed object first.</span>")
return
if(!I.use_tool(src, user, 15, volume = I.tool_volume))
return
if(!broken)
new /obj/item/stack/sheet/glass(drop_location(), 10)
else
new /obj/item/shard(drop_location())
to_chat(user, "<span class='notice'>You start dismantling the case.</span>")
var/obj/structure/displaycase_chassis/display = new(loc)
if(electronics)
electronics.forceMove(display)
display.electronics = electronics
qdel(src)
return
if(!alert)
to_chat(user, "<span class='notice'>You start to [open ? "close":"open"] [src].</span>")
if(!I.use_tool(src, user, 20, volume = I.tool_volume))
return
to_chat(user, "<span class='notice'>You [open ? "close":"open"] [src].</span>")
toggle_lock()
/obj/structure/displaycase/welder_act(mob/user, obj/item/I)
. = TRUE
if(default_welder_repair(user, I))
broken = FALSE
/obj/structure/displaycase/proc/toggle_lock()
open = !open
update_icon(UPDATE_OVERLAYS)
/obj/structure/displaycase/attack_hand(mob/user)
user.changeNext_move(CLICK_CD_MELEE)
if(showpiece && (broken || open))
to_chat(user, "<span class='notice'>You deactivate the hover field built into the case.</span>")
dump()
add_fingerprint(user)
update_icon(UPDATE_OVERLAYS)
return
else
//prevents remote "kicks" with TK
if(!Adjacent(user))
return
user.visible_message("<span class='danger'>[user] kicks the display case.</span>")
user.do_attack_animation(src, ATTACK_EFFECT_KICK)
take_damage(2)
/obj/structure/displaycase_chassis
anchored = TRUE
density = FALSE
name = "display case chassis"
desc = "The wooden base of a display case."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "glassbox_chassis"
var/obj/item/airlock_electronics/electronics
/obj/structure/displaycase_chassis/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/airlock_electronics))
to_chat(user, "<span class='notice'>You start installing the electronics into [src]...</span>")
playsound(loc, I.usesound, 50, 1)
if(do_after(user, 30, target = src))
if(user.drop_item())
I.forceMove(src)
electronics = I
to_chat(user, "<span class='notice'>You install the airlock electronics.</span>")
else if(istype(I, /obj/item/stack/sheet/glass))
var/obj/item/stack/sheet/glass/G = I
if(G.get_amount() < 10)
to_chat(user, "<span class='warning'>You need ten glass sheets to do this!</span>")
return
to_chat(user, "<span class='notice'>You start adding [G] to [src]...</span>")
if(do_after(user, 20, target = src))
G.use(10)
var/obj/structure/displaycase/display = new(loc)
if(electronics)
electronics.forceMove(display)
display.electronics = electronics
display.alert = TRUE
if(electronics.one_access)
display.req_one_access = electronics.selected_accesses
else
display.req_access = electronics.selected_accesses
qdel(src)
else
return ..()
/obj/structure/displaycase_chassis/crowbar_act(mob/user, obj/item/I)
. = TRUE
if(!I.tool_use_check(user, 0))
return
if(electronics)
if(I.use_tool(src, user, 0, volume = I.tool_volume))
to_chat(user, "<span class='notice'>You remove the airlock electronics.</span>")
new /obj/item/airlock_electronics(drop_location(), 1)
electronics = null
/obj/structure/displaycase_chassis/wrench_act(mob/user, obj/item/I)
. = TRUE
if(!I.tool_use_check(user, 0))
return
if(electronics)
to_chat(user, "<span class='notice'>Remove the airlock electronics first.</span>")
return
TOOL_ATTEMPT_DISMANTLE_MESSAGE
if(!I.use_tool(src, user, 30, volume = I.tool_volume))
return
TOOL_DISMANTLE_SUCCESS_MESSAGE
new /obj/item/stack/sheet/wood(drop_location(), 5)
qdel(src)
//The lab cage and captains display case do not spawn with electronics, which is why req_access is needed.
/obj/structure/displaycase/captain
alert = TRUE
start_showpiece_type = /obj/item/gun/energy/laser/captain
req_access = list(ACCESS_CAPTAIN)
/obj/structure/displaycase/labcage
name = "lab cage"
alert = TRUE
desc = "A glass lab container for storing interesting creatures."
start_showpiece_type = /obj/item/clothing/mask/facehugger/lamarr
req_access = list(ACCESS_RD)
/obj/structure/displaycase/stechkin
name = "officer's display case"
alert = TRUE
desc = "A display case containing a humble stechkin pistol. Never forget your roots."
start_showpiece_type = /obj/item/gun/projectile/automatic/pistol
req_access = list(ACCESS_SYNDICATE_COMMAND)